hey, i just made an account for this awesome mod
i dont like the classic Mammut MK2 its to inmobile like a gigant fortress, a walker with two legs would be easy to take down and a tank is not build for carrying a "superweapon" like the MK2

my idea would be a hovertank thing or something just a idea

best wishs from germany and excuse my horbile english spelling pls :*QUICK_EDIT

Which can also deploy into a juggernaut artillery equivalent unit (thus eliminating another ridiculous mech design)

I've been meaning to do something with this concept for a while - maybe not for TO though.
In my opinion, GDI should continue the tradition of the Missile Pods x2, Big Guns x2, Locomotion x4 recipe. And personally I want a mech

As an aside, the Juggernaut has been retconned out so that the HMLRS can be the GDI long range support unit.

Team Black wrote:

wait a sec, I thought Holy_Master already made us a kickass Mammoth Mk2 shp

That's a render, TB. It was never SHP'd and would need substantial aesthetic and textural alterations to fit the industrial, simple, and non curvy GDI we have in TO.

Perhaps Atlas can be the next public input case. But it is a little more complex and thus takes longer to prototype changes.QUICK_EDIT

That was actually originally Area52's model before it was modified by Holy_master. Her test render is still on my Youtube, in fact._________________"Reality is a lovely place, but I wouldn't want to live there." -Adam Young
Founder - Savage Media GroupQUICK_EDIT

_________________If you are a member of the NSA and you are reading this, then you should know, that too much curiosity killed the cat!!!
Wenn Sie ein Mitarbeiter des BND sind und das hier lesen, sollten Sie wissen, dass zu viel Neugier der Katze Tod ist!!!QUICK_EDIT

i am from austria and my english is not very good, but i will try it.
For over a year now I have been following your modification and i like it really much. for me its nice to see that tiberian sun mods are still alive. i like this game very much and as child i spent a lot of my spare time playing this apocalyptic game.
so i have seen both gameplay-videos to this game on youtube and now i have some question:

is it possible to make the explosions of buildings and tanks like in Tiberian Sun Dusk ? i find they turned out very well for such an old game. i would appreciate it if you guys would include this explosions in your modification if you have the permission to do that.

How do you see that? you like it too or do your mod have still better explosions for buildings and tanks ?

so far, so good - See you!Last edited by sigi on Fri Nov 30, 2012 9:01 am; edited 1 time in totalQUICK_EDIT

and would it be possible for you guys to make the trees and the tiberian flora as dynamic as in stronghold 1 ? i think it would be very, very atmosphäric xD

and every time when a strong wind blows through the flora goes with it. also the raindrops and (if you have also included snow particles) the snowfalkes.

i can imagine that this would be very much time-consuming and maybe, considering the age of the engine, impossible to perform it well. but maybe you like this imagnination and if the possibility exists to make this big thing to reality, i hope you guys would go through it sometime....QUICK_EDIT

Making snow and rain appear on them would be nearly impossible, but there's a way to make all trees animate at the same time to make it appear asif wind is blowing...
It would take quite a bit of work though, considering all trees would have to be animated then._________________QUICK_EDIT

but there's a way to make all trees animate at the same time to make it appear asif wind is blowing...
It would take quite a bit of work though, considering all trees would have to be animated then.

Code:

IsAnimated=yes
AnimationRate=
AnimationProbability=

Use this right?

That would lag SO HARD on forest maps. Re-connection issues to the max. But it would look sick as fuck!_________________"Reality is a lovely place, but I wouldn't want to live there." -Adam Young
Founder - Savage Media GroupQUICK_EDIT

In that case, I think I will complaint about this issue to Nod authority.. If Slavick still active then I will complaint to him directly..except my access to him blocked by bureaucracy maze or by any unknown reason..damn..

but there's a way to make all trees animate at the same time to make it appear asif wind is blowing...
It would take quite a bit of work though, considering all trees would have to be animated then.

Code:

IsAnimated=yes
AnimationRate=
AnimationProbability=

Use this right?

Exactly, although it would require AnimationProbability=1 to ensure that all the trees will always animate at the same time (which means that you need to repeat a lot of the same frames in the animation to create an illusion of a delay between the animations).

daTS wrote:

That would lag SO HARD on forest maps. Re-connection issues to the max. But it would look sick as fuck!

Whether it'll lag depends on the system I think, but the downside of these tree anims is that there's no way to make them not appear on lower detail levels. I'm pretty sure AlexB's hack improves this a bit however..._________________QUICK_EDIT

-Nearly finished the GDI Naval Yard, although it still needs a nice water blend.

-Helped Morpher bulk out some of the civie assets and embelishments. That was mostly Morpher's work though, so credit goes to him for SHPing up all my renders. Assets include but are not limited to railway stations, oil/chemical silos, cranes, barbed wire fences, an abstract art plaza statue, and an astronomical observatory. Other brickabrack includes additional debris and rubble, crates, etc.

-Started a Combine vs. Humans mod.

-Did models for the Civil GDI Medical Bay, Autoturret, and Drone Control. Got the CGDI array ready for use in game (SHP'd with anims and damage, etc).

-Added cacti as a flora choice for mappers. Allows more varied deserts. Cacti come in tall (the generic stereotypical cactus), and short (squat round hordes of shrubs) variants.

-Made some more effort into the snow theatre, to allow for further campaign progress.

What happened to the older music for this mod? I visted the TO moddb page a while back and there was different music listed for preview, like the song xeno for cabal. I would like to listen to those tracks again.QUICK_EDIT

Hello everyone! I'm aware that this is a hobby for all who works on it, but it been a couple of 3 months or so since any real statement has been made.. I guess what I would like to know if it's still being worked on or not?

Myself and Orac are not dead, but full time employment has consumed us both to the point this project has been well and truly pushed to the wayside to our dismay. Without going in to too much detail, I suffered an accident at work in late 2015 which changed my employment situation, I've been recovering and just getting back to where I need to be during that time. The whole process and ordeal has just taken way longer than I hoped. At the same time, with Orac's current schedule he doesn't have the time to finish the remaining assets for the mod and I certainly don't want to pressure him in to doing so.

If a good solid asset creator can help with the remaining tasks I'll happily ease back in to working on this, if that's not the case I'll talk with Orac about what we can do with the assets we have made to see if we can do a huge community asset release.

So yeah, if we want the mod to be released, looks like Morpher needs some content creators, which I assume would be mappers, 3d modelers, etc.QUICK_EDIT

I agree! ^^ I think this project is unique and important to the community. An assets release would be ok I guess... but all the hard work and vision that morpher and orac has given us shouldn't be in vain...I would love to help but I don't think I have the technical know how to be of any worth.

Edit: what things would need to be accomplished for a respectable release?QUICK_EDIT

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